Shader "Tut/Effects/Blur" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "" {}
	}
Subshader {
 Pass {
	  ZTest Always Cull Off ZWrite Off
	  Fog { Mode off }      
	CGPROGRAM
	#pragma fragmentoption ARB_precision_hint_fastest
	#pragma vertex vert
	#pragma fragment frag
	#include "UnityCG.cginc"
	struct v2f {
		float4 pos : POSITION;
		float2 uv : TEXCOORD0;
		float4 uv01 : TEXCOORD1;
		float4 uv23 : TEXCOORD2;
		float4 uv45 : TEXCOORD3;
	};
	float4 offsets;
	sampler2D _MainTex;

	v2f vert (appdata_img v) {
		v2f o;
		o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
		o.uv.xy = v.texcoord.xy;
		o.uv01 =  v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1);
		o.uv23 =  v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0;
		o.uv45 =  v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0;
		return o;  
	}
	half4 frag (v2f i) : COLOR {
		half4 color = float4 (0,0,0,0);
		color += 0.40 * tex2D (_MainTex, i.uv);
		color += 0.15 * tex2D (_MainTex, i.uv01.xy);
		color += 0.15 * tex2D (_MainTex, i.uv01.zw);
		color += 0.10 * tex2D (_MainTex, i.uv23.xy);
		color += 0.10 * tex2D (_MainTex, i.uv23.zw);
		color += 0.05 * tex2D (_MainTex, i.uv45.xy);
		color += 0.05 * tex2D (_MainTex, i.uv45.zw);	
		return color;
	} 
      ENDCG
  }
}
Fallback off
} // shader